This seamless 3D PBR texture showcases high-resolution 8K condensation beads delicately formed on a smooth plastic surface, designed for ultra-realistic material simulation. The base substrate is a synthetic polymer commonly used in industrial and consumer plastics, exhibiting a non-porous, glossy finish that enhances the wet and reflective qualities of accumulated moisture. Tiny water droplets naturally cluster, merge, and split across the plastic plane, creating intricate patterns of condensation that highlight the microtexture and dynamic surface tension effects. The plastic’s subtle translucency and slight color tint are captured through carefully calibrated BaseColor and Albedo maps, while the Normal and Height channels emphasize the tactile detail of each bead’s curvature and interaction with the surface curvature, simulating realistic droplet adhesion and evaporation behavior.
In the PBR workflow, the Roughness map finely balances the glossy sheen typical of wet plastic, varying from near mirror-like reflections around water beads to slightly matte areas where moisture thins out. The Metallic channel remains low or neutral, reflecting the non-metallic nature of the polymer base, while the Ambient Occlusion map enhances depth perception by accentuating shadows beneath clustered droplets and surface irregularities. This comprehensive texturing approach ensures the material responds accurately under diverse lighting conditions in 3D engines. The texture is fully optimized and Unreal, Blender, and Unity ready, making it an excellent choice for rendering realistic condensation effects on synthetic materials in scenes requiring detailed wetness, moisture dynamics, or environmental weathering simulations.
For practical application, adjusting the UV scale can control the size and density of the condensation beads to suit different plastic objects or scenes, from small consumer items to large industrial panels. Additionally, fine-tuning the Roughness map allows artists to emphasize either a slick, freshly wetted look or a more diffuse, evaporated surface finish. The Height/Displacement data can be leveraged to enhance parallax effects in close-up renders, providing convincing depth and realism to the condensation droplets. This texture is ideal for projects demanding high fidelity wet surfaces, such as product visualization, environmental storytelling, or realistic material studies in 3D workflows.
This 3D texture features a highly detailed PBR composition optimized for 8K resolution and is fully Unreal and Blender ready for seamless integration into advanced rendering workflows.
How to Use These Seamless PBR Textures in Blender
This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.
What’s inside the download
*_albedo.png
— Base Color (sRGB)
*_normal.png
— Normal map (Non-Color)
*_roughness.png
— Roughness (Non-Color)
*_metallic.png
— Metallic (Non-Color)
*_ao.png
— Ambient Occlusion (Non-Color)
*_height.png
— Height / Displacement (Non-Color)
*_ORM.png
— Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)
Quick start (Node Wrangler, 30 seconds)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- Press Ctrl + Shift + T and select the maps
albedo, normal, roughness, metallic (skip height and ORM for now) → Open.
The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- Ambient Occlusion (AO):
- Add a MixRGB (or Mix Color) node in mode Multiply.
- Input A =
albedo
, Input B = ao
, Factor = 1.0.
- Output of Mix → Base Color of Principled (replaces the direct albedo connection).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.
Using the packed ORM
texture (optional)
Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- For scale/repeat, add Texture Coordinate (UV) → Mapping and plug it into all texture nodes.
Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.
Recommended starter values
- Normal Map Strength: 0.5–1.0
- Bump Strength: ~0.3
- Displacement Scale (Cycles): ~0.03
Common pitfalls
- Wrong Color Space (normals/roughness/etc. must be Non-Color).
- “Inverted” details → enable Invert Y on the Normal Map node.
- Over-strong relief → lower Displacement Scale or Bump Strength.
Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.
To add the downloaded texture, go to Add — Texture — Image Texture.

Add a node and click the Open button.

Select the required texture on your hard drive and connect Color to Base Color.
